Changed defaults and removed unneeded configs
This commit is contained in:
@@ -268,8 +268,14 @@ public class ClientApi
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MC.sendChatMessage(ModInfo.READABLE_NAME + " experimental build " + ModInfo.VERSION);
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MC.sendChatMessage("You are running an unsupported version of the mod!");
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MC.sendChatMessage("Here be dragons!");
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MC.sendChatMessage("======================");
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MC.sendChatMessage("==== REMINDER ====");
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MC.sendChatMessage("======================");
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MC.sendChatMessage("Remember to DISABLE this in CLientApi.applyConfigOverrides()");
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MC.sendChatMessage("For the offical release!");
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configOverrideReminderPrinted = true;
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CONFIG.client().advanced().debugging().setDebugKeybindingsEnabled(true);
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}
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// CONFIG.client().worldGenerator().setDistanceGenerationMode(DistanceGenerationMode.FULL);
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@@ -286,7 +292,6 @@ public class ClientApi
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// CONFIG.client().advanced().buffers().setRebuildTimes(BufferRebuildTimes.FREQUENT);
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CONFIG.client().advanced().debugging().setDebugKeybindingsEnabled(true);
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}
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//=================//
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@@ -294,8 +299,9 @@ public class ClientApi
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//=================//
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// Trigger once on key press, with CLIENT PLAYER.
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public void keyPressedEvent(int glfwKey) {
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ClientApi.LOGGER.info("DEBUG: Key Pressed: {}",glfwKey);
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if (!CONFIG.client().advanced().debugging().getDebugKeybindingsEnabled()) return;
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if (glfwKey == GLFW.GLFW_KEY_F8) {
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CONFIG.client().advanced().debugging()
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.setDebugMode(CONFIG.client().advanced().debugging().getDebugMode().getNext());
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+1
-1
@@ -375,7 +375,7 @@ public class LodBufferBuilderFactory
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// wait for all threads to finish
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CompletableFuture<Void> allFutures = CompletableFuture.allOf(futuresBuffer.toArray(new CompletableFuture[futuresBuffer.size()]));
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try {
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allFutures.get(30, TimeUnit.SECONDS);
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allFutures.get(60, TimeUnit.SECONDS);
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} catch (TimeoutException te) {
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ClientApi.LOGGER.error("LodBufferBuilder timed out: ", te);
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bufferBuilderThreadFactory.dumpAllThreadStacks();
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+6
-42
@@ -99,7 +99,7 @@ public interface ILodConfigWrapperSingleton
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HorizontalResolution getDrawResolution();
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void setDrawResolution(HorizontalResolution newHorizontalResolution);
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MinDefaultMax<Integer> LOD_CHUNK_RENDER_DISTANCE_MIN_DEFAULT_MAX = new MinDefaultMax<Integer>(16, 64, 8192);
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MinDefaultMax<Integer> LOD_CHUNK_RENDER_DISTANCE_MIN_DEFAULT_MAX = new MinDefaultMax<Integer>(16, 64, 2048);
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String LOD_CHUNK_RENDER_DISTANCE_DESC = ""
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+ " The radius of the mod's render distance. (measured in chunks) \n";
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int getLodChunkRenderDistance();
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@@ -258,19 +258,7 @@ public interface ILodConfigWrapperSingleton
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+ " Disable this if you see LODs disappearing at the corners of your vision. \n";
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boolean getDisableDirectionalCulling();
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void setDisableDirectionalCulling(boolean newDisableDirectionalCulling);
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boolean ALWAYS_DRAW_AT_MAD_QUALITY_DEFAULT = false;
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String ALWAYS_DRAW_AT_MAD_QUALITY_DESC = ""
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+ " Disable quality falloff, \n"
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+ " all fake chunks will be drawn at the highest \n"
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+ " available detail level. \n"
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+ "\n"
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+ " WARNING: \n"
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+ " This could cause an Out Of Memory crash when using render \n"
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+ " distances higher than 128 and will drastically increase GPU usage. \n";
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boolean getAlwaysDrawAtMaxQuality();
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void setAlwaysDrawAtMaxQuality(boolean newAlwaysDrawAtMaxQuality);
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VanillaOverdraw VANILLA_OVERDRAW_DEFAULT = VanillaOverdraw.DYNAMIC;
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String VANILLA_OVERDRAW_DESC = ""
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+ " How often should LODs be drawn on top of regular chunks? \n"
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@@ -301,7 +289,7 @@ public interface ILodConfigWrapperSingleton
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int getBacksideCullingRange();
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void setBacksideCullingRange(int newBacksideCullingRange);*/
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boolean USE_EXTENDED_NEAR_CLIP_PLANE_DEFAULT = false;
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boolean USE_EXTENDED_NEAR_CLIP_PLANE_DEFAULT = true;
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String USE_EXTENDED_NEAR_CLIP_PLANE_DESC = ""
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+ " Will prevent some overdraw issues, but may cause nearby fake chunks to render incorrectly \n"
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+ " especially when in/near an ocean. \n"
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@@ -333,7 +321,7 @@ public interface ILodConfigWrapperSingleton
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boolean getEnableDistantGeneration();
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void setEnableDistantGeneration(boolean newEnableDistantGeneration);
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DistanceGenerationMode DISTANCE_GENERATION_MODE_DEFAULT = DistanceGenerationMode.SURFACE;
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DistanceGenerationMode DISTANCE_GENERATION_MODE_DEFAULT = DistanceGenerationMode.FEATURES;
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static String getDistanceGenerationModeDesc(IVersionConstants versionConstants)
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{
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return ""
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@@ -429,30 +417,6 @@ public interface ILodConfigWrapperSingleton
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GenerationPriority getGenerationPriority();
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void setGenerationPriority(GenerationPriority newGenerationPriority);
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@Deprecated
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boolean ALLOW_UNSTABLE_FEATURE_GENERATION_DEFAULT = false;
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@Deprecated
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String ALLOW_UNSTABLE_FEATURE_GENERATION_DESC = ""
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+ " When using the " + DistanceGenerationMode.FEATURES + " generation mode \n"
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+ " some features may not be thread safe, which could \n"
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+ " cause instability and crashes. \n"
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+ " By default (false) those features are skipped, \n"
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+ " improving stability, but decreasing how many features are \n"
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+ " actually generated. \n"
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+ " (for example: some tree generation is unstable, \n"
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+ " so some trees may not be generated.) \n"
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+ " By setting this to true, all features will be generated, \n"
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+ " but your game will be more unstable and crashes may occur. \n"
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+ "\n"
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+ " I would love to remove this option and always generate everything, \n"
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+ " but I'm not sure how to do that. \n"
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+ " If you are a Java wizard, check out the git issue here: \n"
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+ " https://gitlab.com/jeseibel/minecraft-lod-mod/-/issues/35 \n";
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@Deprecated
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default boolean getAllowUnstableFeatureGeneration() {return true;}
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@Deprecated
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default void setAllowUnstableFeatureGeneration(boolean newAllowUnstableFeatureGeneration) {return;}
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BlocksToAvoid BLOCKS_TO_AVOID_DEFAULT = BlocksToAvoid.BOTH;
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String BLOCKS_TO_AVOID_DESC = ""
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+ " When generating fake chunks, what blocks should be ignored? \n"
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@@ -566,7 +530,7 @@ public interface ILodConfigWrapperSingleton
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DebugMode getDebugMode();
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void setDebugMode(DebugMode newDebugMode);
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boolean DEBUG_KEYBINDINGS_ENABLED_DEFAULT = true;
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boolean DEBUG_KEYBINDINGS_ENABLED_DEFAULT = false;
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String DEBUG_KEYBINDINGS_ENABLED_DESC = ""
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+ " If true the F8 key can be used to cycle through the different debug modes. \n"
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+ " and the F6 key can be used to enable and disable LOD rendering.";
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@@ -601,7 +565,7 @@ public interface ILodConfigWrapperSingleton
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GpuUploadMethod getGpuUploadMethod();
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void setGpuUploadMethod(GpuUploadMethod newGpuUploadMethod);
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MinDefaultMax<Integer> GPU_UPLOAD_PER_MEGABYTE_IN_MILLISECONDS_DEFAULT = new MinDefaultMax<Integer>(0, 10, 5000);
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MinDefaultMax<Integer> GPU_UPLOAD_PER_MEGABYTE_IN_MILLISECONDS_DEFAULT = new MinDefaultMax<Integer>(0, 0, 50);
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String GPU_UPLOAD_PER_MEGABYTE_IN_MILLISECONDS_DESC = ""
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+ " How long should a buffer wait per Megabyte of data uploaded?\n"
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+ " Helpful resource for frame times: https://fpstoms.com \n"
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